Add safe to interactive tutorial

This commit is contained in:
LoafyLemon 2024-04-26 15:35:05 +01:00
parent f1b3117909
commit eb70637a02
5 changed files with 26 additions and 2 deletions

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@ -23,6 +23,7 @@ default states.gen.ev.intro.desk_examined = False
default states.gen.ev.intro.cupboard_examined = False default states.gen.ev.intro.cupboard_examined = False
default states.gen.ev.intro.door_examined = False default states.gen.ev.intro.door_examined = False
default states.gen.ev.intro.fireplace_examined = False default states.gen.ev.intro.fireplace_examined = False
default states.gen.ev.intro.safe_examined = False
default states.gen.ev.tonks.metamorphmagi_aware = False # Genie knows about Tonks being a Metamorphmagus default states.gen.ev.tonks.metamorphmagi_aware = False # Genie knows about Tonks being a Metamorphmagus
# Statistics # Statistics

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@ -134,6 +134,8 @@ label genie_intro_E1:
door_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_door"), "True")} door_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_door"), "True")}
desk_OBJ.idle = At("ch_gen sit_behind_desk", pulse_hover) desk_OBJ.idle = At("ch_gen sit_behind_desk", pulse_hover)
desk_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_desk"), "True")} desk_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_desk"), "True")}
safe_OBJ.idle = At(Text("Safe", color="#bbbbbb"), pulse_hover)
safe_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_safe"), "True")}
achievements.unlock("start") achievements.unlock("start")
states.gen.ev.intro.e1_complete = True states.gen.ev.intro.e1_complete = True
@ -151,6 +153,7 @@ label genie_intro_E2:
$ phoenix_OBJ.reset_action() $ phoenix_OBJ.reset_action()
$ door_OBJ.reset_action() $ door_OBJ.reset_action()
$ desk_OBJ.reset_action() $ desk_OBJ.reset_action()
$ safe_OBJ.reset_action()
$ states.gen.ev.intro.e2_complete = True $ states.gen.ev.intro.e2_complete = True

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@ -16,7 +16,7 @@ label quests:
if states.env.day >= 1: if states.env.day >= 1:
if states.env.daytime: if states.env.daytime:
if not states.gen.ev.intro.e2_complete and states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined: if not states.gen.ev.intro.e2_complete and states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined and states.gen.ev.intro.safe_examined:
jump genie_intro_E2 jump genie_intro_E2
else: else:
if not states.sna.ev.intro.e1_complete: if not states.sna.ev.intro.e1_complete:

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@ -80,7 +80,7 @@ default parcel_OBJ = RoomObject(main_room, "parcel", pos=(402, 290), idle="parce
default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0) default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0)
default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5) default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5)
default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0) default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0)
default safe_OBJ = RoomObject(main_room, "safe", pos=(73, 324), idle=Text("Safe\n[states.env.gold!i]", color="#fff"), action=Jump("inventory"), zorder=0) default safe_OBJ = RoomObject(main_room, "safe", pos=(73, 324), idle=Text("Safe", color="#fff"), action=Jump("inventory"), zorder=0)
screen main_room(): screen main_room():
tag room tag room

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@ -0,0 +1,20 @@
label examine_safe:
if not states.gen.ev.intro.safe_examined:
$ states.gen.ev.intro.safe_examined = True
$ safe_OBJ.idle = Text("Safe", color="#fff")
$ safe_OBJ.action = Jump("examine_safe")
call gen_chibi("stand", 130, 460, flip=False)
gen "Ah, it seems we have a magical safe. It's currently locked, but we can try to open it..." ("base", xpos="far_left", ypos="head")
gen "Open sesame!" ("base", xpos="far_left", ypos="head")
nar "The safe opens..."
gen "Holy shit, it worked!" ("grin", xpos="far_left", ypos="head")
gen "Empty... How unexpected..." ("base", xpos="far_left", ypos="head")
gen "Wait. There's a single gold coin inside, though. Yoink!" ("grin", xpos="far_left", ypos="head")
call gen_chibi("sit_behind_desk")
else:
gen "I've already got whatever was inside that safe." ("base", xpos="far_left", ypos="head")
jump main_room_menu